Every Skill in Fire Emblem Engage falls into certain classes, with certain units being able to access said classes. Confused? Don’t worry, it’s a lot to take in. First, start off with the unit that needs some work and pick a suitable Class for them. From there certain skills will be available to said unit, which can all be found in this handy guide.
Every Skill In Fire Emblem Engage¶
There’s plenty of different skills for players to get their hands on including:
- Class Skill: Unlocked when reaching Level 5 in Advanced Class, players can equip one at a time.
- Engage Attack: Can be used once after Engaging with an Emblem.
- Engage Skill: Usable after Engaging with an Emblem.
- Personal Skill: A skill assigned to Characters that cannot be changed.
- Inheritable Skills: Skills learned from Emblems after surpassing a Level 5 bond with it.
- Sync Skill: Accessed by equipping Emblems which may also be inherited.
We’ve provided a full table of every Skill in Fire Emblem Engage below. Need more information? JUst click on the skill name to find a detailed FEE Database entry which will have all the information players need, included which Classes said skill falls under:
Skill Name | Description |
---|---|
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). |
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Armored] Def+5 during combat. |
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Backup] Crit+10 during combat. |
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Covert] Avo+20 during combat. |
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Dragon] Hit+30 during combat. |
Adaptable | If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Flying] Res+5 during combat. |
Admiration | If two female allies are adjacent within 2 spaces, this unit takes 2 less damage during combat. |
Advance | Use to move 1 space toward a foe that is 2 spaces away and attack. |
Air Raid | If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Alabaster Duty | If unit is adjacent to the Divine Dragon, grants Crit+5 during combat to both of them. |
Alacrity++ | If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack. |
Alacrity+ | If unit initiates combat with a Spd advantage of 7 or more, unit’s follow-up (if possible) occurs before foe can counterattack. |
Alacrity | If unit initiates combat with a Spd advantage of 9 or more, unit’s follow-up (if possible) occurs before foe can counterattack. |
All for One | Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack. |
All for One | Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack. [Backup] Range +1. |
All for One | Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack. [Dragon] Ally chain attacks are guaranteed to hit. |
Allied Defense | If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Anchor | Unit cannot be moved by skills, smash weapons, etc. |
Armored Blow | When unit initiates combat, unit takes 10 less physical damage during combat. |
Arms Shield++ | When unit has weapon advantage, unit takes 7 less damage. |
Arms Shield+ | When unit has weapon advantage, unit takes 5 less damage. |
Arms Shield | When unit has weapon advantage, unit takes 3 less damage. |
Artbreaker | If unit’s HP is 50% or higher at start of combat and foe has an art equipped, unit can follow up and foe cannot follow up. |
Art Focus 1 | Grants Hit+10 at a cost of Ddg-10 when using an art. |
Art Focus 2 | Grants Hit+15 at a cost of Ddg-10 when using an art. |
Art Focus 3 | Grants Hit+20 at a cost of Ddg-10 when using an art. |
Art Focus 4 | Grants Hit+25 at a cost of Ddg-10 when using an art. |
Art Focus 5 | Grants Hit+30 at a cost of Ddg-10 when using an art. |
Aspiring Hero | If no other units are within 1 space of unit or foe, grants Hit+20 at a cost of Avo-10 during combat. |
Astra Storm | Use to launch 5 bow attacks at 20% damage, up to range 10. |
Astra Storm | Use to launch 5 bow attacks at 20% damage, up to range 10. [Qi Adept] Breaks the target. |
Astra Storm | Use to launch 5 bow attacks at 30% damage, up to range 10. |
Astra Storm | Use to launch 5 bow attacks at 30% damage, up to range 10. [Covert] Range +10. |
Astra Storm | Use to launch 5 bow attacks at 30% damage, up to range 10. [Dragon] Range +5. |
Astra Storm | Use to launch 5 bow attacks at 30% damage, up to range 10. [Qi Adept] Breaks the target. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Armored] Extra +2 to Def. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Backup] Extra +2 to Str. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Cavalry] Extra +2 to Dex. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Covert] Extra +2 to Spd. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Dragon] Extra +1 to all stats. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Flying] Extra +2 to Res. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Mystical] Extra +2 to Mag. |
Attuned | If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Qi Adept] Extra +2 to Lck. |
Augment | Grants staff range +5 and area of effect +1. |
Augment | Grants staff range +5 and area of effect +1. [Dragon] Additional staff range +1. |
Augment | Grants staff range +5 and area of effect +1. [Qi Adept] +20% to HP healed by staves. |
Avoid +10 | Grants Avo+10. |
Avoid +15 | Grants Avo+15. |
Avoid +20 | Grants Avo+20. |
Avoid +25 | Grants Avo+25. |
Avoid +30 | Grants Avo+30. |
Axebreaker | If unit’s HP is 50% or higher at start of combat and foe has an axe equipped, unit can follow up and foe cannot follow up. |
Axe Power 1 | Grants Atk+2 at a cost of Avo-10 when using an axe. |
Axe Power 2 | Grants Atk+4 at a cost of Avo-10 when using an axe. |
Axe Power 3 | Grants Atk+6 at a cost of Avo-10 when using an axe. |
Axe Power 4 | Grants Atk+8 at a cost of Avo-10 when using an axe. |
Axe Power 5 | Grants Atk+10 at a cost of Avo-10 when using an axe. |
Back at You | When countering, unit may deal extra damage = half of damage taken. Trigger %=Dex. |
Bane | May reduce foe’s HP to 1. Trigger %=half of Dex. (Certain foes are immune to this effect.) |
Battlewise | Grants a stacking Crit+1 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10) |
Big Personality | When unit uses a healing staff, grants range +1. |
Blazing Lion | Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only. |
Blazing Lion | Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only. [Dragon] Expands attack area. |
Blazing Lion | Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only. [Mystical] Expands flame area. |
Blinding Flash | If unit initiates combat, inflicts Avo-10 on foe during combat. |
Blood Fury | If unit’s HP is not at max after combat, grants Crit+10 as long as unit’s HP stays below max. |
Blue Skies+ | Unit takes 5 less damage and deals +5 damage. |
Blue Skies | Unit takes 3 less damage and deals +3 damage. |
Bond Blast | Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. |
Bond Blast | Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. [Backup] +20% of Str to sword. |
Bond Blast | Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. [Dragon] +20% damage. |
Bond Blast | Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. [Mystical] +20% of Mag to beam. |
Bond Blast | Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. [Qi Adept] Breaks foe. |
Bond Breaker | Makes enemy chain attack accuracy always 30%. Reduces damage taken. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Armored] Trigger %=100 for armored allies. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Cavalry] Trigger %=100 for cavalry allies. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Dragon] +10% to trigger rate. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Flying] Trigger %=100 for flying allies. |
Bonded Shield | Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Qi Adept] Trigger %=100. |
Bond Forger+ | Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem. |
Bond Forger+ | Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem. |
Bond Forger | Grants Hit/Avo+20 to unit and allies within 2 spaces that are synced or engaged with an Emblem. |
Bond Forger | Grants Hit/Avo+20 to unit and allies within 2 spaces that are synced or engaged with an Emblem. |
Boon of Elyos | If unit initiates combat, grants bonus to Crit and Ddg equal to 2× the number of allies who have acted this turn. |
Bow Agility 1 | Grants Avo+10 at a cost of Crit-10 when using a bow. |
Bow Agility 2 | Grants Avo+15 at a cost of Crit-10 when using a bow. |
Bow Agility 3 | Grants Avo+20 at a cost of Crit-10 when using a bow. |
Bow Agility 4 | Grants Avo+25 at a cost of Crit-10 when using a bow. |
Bow Agility 5 | Grants Avo+30 at a cost of Crit-10 when using a bow. |
Bowbreaker | If unit’s HP is 50% or higher at start of combat and foe has a bow equipped, unit can follow up and foe cannot follow up. |
Bow Focus 1 | Grants Hit+10 at a cost of Ddg-10 when using a bow. |
Bow Focus 2 | Grants Hit+15 at a cost of Ddg-10 when using a bow. |
Bow Focus 3 | Grants Hit+20 at a cost of Ddg-10 when using a bow. |
Bow Focus 4 | Grants Hit+25 at a cost of Ddg-10 when using a bow. |
Bow Focus 5 | Grants Hit+30 at a cost of Ddg-10 when using a bow. |
Brave Assist | If unit’s HP is at max while unit makes a chain attack, unit attacks twice. |
Bravery+ | Unit deals +5 damage. |
Bravery | Unit deals +3 damage. |
Break Defenses | If unit’s attack breaks foe, unit makes an extra attack at 50% damage. |
Build +3 | Grants Bld+3. |
Build +4 | Grants Bld+4. |
Build +5 | Grants Bld+5. |
Bushido | If unit’s level is higher than foe’s, grants Crit+10 during combat, and unit deals +2 damage and takes 2 less damage. |
Call Doubles | Creates four illusory doubles that can make chain attacks with unit. |
Call Doubles | Creates four illusory doubles that can make chain attacks with unit. [Dragon] +1 double created. |
Call Doubles | Creates four illusory doubles that can make chain attacks with unit. [Flying] Doubles have +10 Avo |
Canter+ | Unit can move 3 spaces after acting. |
Canter | Unit can move 2 spaces after acting. |
Careful Aim | If unit initiates combat without moving first, grants Hit+40 during combat. |
Certain Blow | When unit initiates combat, grants Hit+40 during combat. |
Chaos Style | If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Charmer | During combat with a foe who was also unit’s most recent opponent, inflicts Crit-10 on that foe. |
Chivalry | If unit initiates combat while foe’s HP=100%, unit deals +2 damage and takes 2 less damage. |
Clear the Way | Unit’s space and adjacent spaces have a movement cost of 1 for allies. |
Cleric++ | Unit can equip staves up to level A. |
Cleric+ | Unit can equip staves up to level B. |
Cleric | Unit can equip staves up to level C. |
Contemplative | If unit uses Wait without attacking or using items, grants Def+2 for 1 turn. |
Cornered Beast | If unit’s HP is 50% or less at start of combat, grants Crit+30 during combat. |
Crimson Cheer | If unit is adjacent to the Divine Dragon, grants Avo+10 during combat to both of them. |
Curious Dance | At start of turn, allies within 2 spaces of unit recover 10% of their max HP. |
Dark Augment | Grants staff range +3 and area of effect +1. |
Dark Barrier+++ | A barrier created by Dark Emblems. Prevents 80% of damage to unit. |
Dark Barrier++ | A barrier created by Dark Emblems. Prevents 60% of damage to unit. |
Dark Barrier+ | A barrier created by Dark Emblems. Prevents 40% of damage to unit. |
Dark Barrier | A barrier created by Dark Emblems. Prevents 20% of damage to unit. |
Dark Gallop | Grants Mov+3. |
Dark Spirit | Inflicts -1 to the engage meters of foes within 2 spaces at the start of the turn. |
Dark Warp | Use to warp up to 5 spaces and make a powerful magic attack. |
Darting Blow | When unit initiates combat, grants Spd+5 during combat. |
Darting Stance | If foe initiates combat, grants Spd+6 during combat. |
Deadly Blade | If unit initiates combat with a sword, grants Crit+10 during combat. |
Death Blow | When unit initiates combat, grants Crit+20 during combat. |
Defense +1 | Grants Def+1. |
Defense +2 | Grants Def+2. |
Defense +3 | Grants Def+3. |
Defense +4 | Grants Def+4. |
Defense +5 | Grants Def+5. |
Demolish | Break destructible terrain in a single blow when using Destroy. |
Dexterity +1 | Grants Dex+1. |
Dexterity +2 | Grants Dex+2. |
Dexterity +3 | Grants Dex+3. |
Dexterity +4 | Grants Dex+4. |
Dexterity +5 | Grants Dex+5. |
Diabolical Dance | Use to grant another action to allies within 2 spaces. |
Diffuse Healer | When unit is healed by a staff, all adjacent allies also recover 50% of the HP that the unit recovered. |
Dire Thunder | When unit initiates combat with Thunder equipped, unit attacks twice. (Excludes Elthunder and Thoron.) |
Disarming Sigh | If foe is male, inflicts Hit-20 on that foe during combat. |
Divinely Inspiring | Adjacent allies deal +3 damage and take 1 less damage. |
Divine Pulse+ | May turn a missed attack into a hit. Trigger %=50. Chance increases with high Lck. |
Divine Pulse | May turn a missed attack into a hit. Trigger %=30. Chance increases with high Lck. |
Divine Speed | Unit performs an extra attack at 50% damage in combat. |
Divine Speed | Unit performs an extra attack at 50% damage in combat. [Covert] If extra attack hits, poisons foe. |
Divine Speed | Unit performs an extra attack at 50% damage in combat. [Dragon] Unit recovers HP equal to damage dealt by extra attack. |
Divine Spirit | Unit’s engage meter is shortened one step. |
Dodge +10 | Grants Ddg+10. |
Dodge +15 | Grants Ddg+15. |
Dodge +20 | Grants Ddg+20. |
Dodge +25 | Grants Ddg+25. |
Dodge +30 | Grants Ddg+30. |
Draconic Hex | If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.) |
Dragon Blast | Use to make two attacks against an adjacent foe with a sword and powerful magic beam. |
Dragon Blast | Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Backup] Adds 20% of Str to sword attack. |
Dragon Blast | Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Dragon] +20% damage. |
Dragon Blast | Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Mystical] Adds 20% of Mag to beam attack. |
Dragon Blast | Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Qi Adept] Breaks foe. |
Dragon Vein | Use to add a special effect to certain spaces. |
Dragon Vein | Use to add a special effect to certain spaces. [Armored] Creates vines that grant immunity to break. |
Dragon Vein | Use to add a special effect to certain spaces. [Backup] Creates stone pillars that increase Def/Res. |
Dragon Vein | Use to add a special effect to certain spaces. [Cavalry] Creates water that decreases Avo. |
Dragon Vein | Use to add a special effect to certain spaces. [Covert] Creates fog that increases Avo. |
Dragon Vein | Use to add a special effect to certain spaces. [Dragon] Choose any Vein effect. |
Dragon Vein | Use to add a special effect to certain spaces. [Flying] Creates healing glow that restores HP. |
Dragon Vein | Use to add a special effect to certain spaces. [Mystical] Creates flames that inflict damage. |
Dragon Vein | Use to add a special effect to certain spaces. [Qi Adept] Creates ice pillars that hinder movement. |
Draw Back | Use to move 1 space away from adjacent ally and pull the ally along. |
Dreadful Aura | If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat. |
Dreadful Aura | If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat. [Covert] Also Avo-20 on target. |
Dual Assist+ | If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70. |
Dual Assist | If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=35. |
Dual Strike | Unit participates in chain attacks as if it were a backup unit. |
Dual Support | Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) |
Duelist’s Blow | When unit initiates combat, grants Avo+30 during combat. |
Echo | Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. |
Echo | Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. |
Echo | Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. [Dragon] Range +1. |
Echo | Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. [Mystical] +10% damage. |
Eclipse Brace+ | If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt. |
Eclipse Brace | If unit initiates combat, unit deals extra damage=20% of foe’s Def with physical attacks and recovers HP=30% of damage dealt. |
Energized | When unit recovers HP using an item, grants Str+2 for 1 turn. |
Expertise | Grants unit enhanced stat growth when leveling up. |
Fair Fight | If unit initiates combat, grants Hit+15 to unit and foe if foe is able to counterattack. |
Fairy-Tale Folk | If a male and a female ally are adjacent within 2 spaces, unit deals +2 damage during combat. |
Favorite Food | When unit eats a packed lunch, its engage meter is maxed out. |
Fell Barrier+++ | A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents all damage to unit. |
Fell Barrier++ | A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 85% of damage to unit. |
Fell Barrier+ | A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 70% of damage to unit. |
Fell Barrier | A barrier created by Dark Emblems. Nullifies Effective: Fell Dragon and prevents 50% of damage to unit. |
Fell Protection | Adjacent allies deal +1 damage and take 3 less damage. |
Fell Spirit | At the start of each turn, unit’s engage meter is filled by 1. |
Fierce Stance | If foe initiates combat, grants Str+6 during combat. |
Flickering Flower | If unit initiates combat, freezes foe. Trigger % = total damage dealt. |
Fortify Def | Grants Def+2 to adjacent allies for 1 turn at start of player phase. |
Gallop | Grants Mov+5. |
Gallop | Grants Mov+5. [Cavalry] Grants another Mov+2. |
Gallop | Grants Mov+5. [Covert] Unit does not pay extra movement cost on any terrain. |
Gallop | Grants Mov+5. [Dragon] Grants another Mov+1. |
Generosity | When this unit uses a healing item, adjacent allies also recover the same amount of HP. |
Gentility+ | Unit takes 5 less damage. |
Gentility | Unit takes 3 less damage. |
Gentle Flower | Recovery items used by allies within 2 spaces heal +50% HP. |
Get Behind Me! | When an ally within 2 spaces is attacked, grants Str+3 to unit for 1 turn. |
Giga Excalibur | If unit initiates combat with Excalibur, deals +20% damage. |
Goddess Dance | Use to grant another action to all adjacent allies. |
Goddess Dance | Use to grant another action to all adjacent allies. [Armored] Grants Def+5 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Backup] Grants Str+4 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Cavalry] Grants Dex+10 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Covert] Grants Spd+5 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Dragon] Grants +3 to all targets’ basic stats for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Flying] Grants Res+5 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Mystical] Grants Mag+4 to targets for 1 turn. |
Goddess Dance | Use to grant another action to all adjacent allies. [Qi Adept] Grants Lck+10 to targets for 1 turn. |
Golden Lotus | During combat, may prevent 50% of physical damage taken. Trigger %=Dex. |
Grasping Void | When attacking with a tome, unit may deal extra damage = half of foe’s Mag. Trigger %=Dex. |
Great Aether | Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. |
Great Aether | Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. [Armored] Grants an extra Def+5. |
Great Aether | Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. [Dragon] +1 damage per hit taken. |
Great Aether | Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. [Flying] Grants an extra Res+5. |
Great Sacrifice | Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. |
Great Sacrifice | Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. [Armored] Grants Def+1 to all healed during their next combat. |
Great Sacrifice | Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. [Dragon] Unit’s HP=30% current. |
Great Sacrifice | Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. [Qi Adept] Also cures status. |
Great Thunder | If unit uses Thunder, Elthunder, or Thoron, deals +20% damage. |
Headlong Rush | Grants immunity to freeze. |
Healing Light | When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed. |
Healtouch | When unit heals an ally with a staff, restores +5 HP to target. |
Hit +10 | Grants Hit+10. |
Hit +15 | Grants Hit+15. |
Hit +20 | Grants Hit+20. |
Hit +25 | Grants Hit+25. |
Hit +30 | Grants Hit+30. |
Hobble | If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Hold Out+++ | If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP. |
Hold Out++ | If unit had 10% HP or more at start of combat, unit always survives combat with at least 1 HP. |
Hold Out+ | If unit had 20% HP or more at start of combat, unit always survives combat with at least 1 HP. |
Hold Out | If unit had 30% HP or more at start of combat, unit always survives combat with at least 1 HP. |
Holy Aura | Unit is Effective: Fell Dragon. Allies within 2 spaces with Effective: Dragon gain Effective: Fell Dragon. |
Holy Shield | Neutralizes Effective against this unit. |
Holy Stance++ | If a Corrupted attacks unit, deals 50% of damage taken back to foe. |
Holy Stance+ | If a Corrupted attacks unit, deals 30% of damage taken back to foe. |
Holy Stance | If a Corrupted attacks unit, deals 10% of damage taken back to foe. |
HP +5 | Grants max HP+5. |
HP +7 | Grants max HP+7. |
HP +10 | Grants max HP+10. |
HP +12 | Grants max HP+12. |
HP +15 | Grants max HP+15. |
Ignis | During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Armored] Def+5. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Backup] Str+4. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Cavalry] Dex+10. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Covert] Spd+5. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Dragon] All seven basic stats +3. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Flying] Res+5. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Mystical] Mag+4. |
Instruct | Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Qi Adept] Lck+10. |
Knifebreaker | If unit’s HP is 50% or higher at start of combat and foe has a knife equipped, unit can follow up and foe cannot follow up. |
Knife Precision 1 | Grants Hit/Avo+3 when using a knife. |
Knife Precision 2 | Grants Hit/Avo+5 when using a knife. |
Knife Precision 3 | Grants Hit/Avo+7 when using a knife. |
Knife Precision 4 | Grants Hit/Avo+10 when using a knife. |
Knife Precision 5 | Grants Hit/Avo+15 when using a knife. |
Knightly Escort | When 2 or more female allies are within 2 spaces, grants Hit/Avo+5 to unit and those allies. |
Laguz Friend | Unit takes 50% less damage, but sets unit’s Avo to 0. |
Laguz Friend | Unit takes 50% less damage, but sets unit’s Avo to 0. [Dragon] Extra -10% to damage. |
Lance Agility 1 | Grants Avo+10 at a cost of Crit-10 when using a lance. |
Lance Agility 2 | Grants Avo+15 at a cost of Crit-10 when using a lance. |
Lance Agility 3 | Grants Avo+20 at a cost of Crit-10 when using a lance. |
Lance Agility 4 | Grants Avo+25 at a cost of Crit-10 when using a lance. |
Lance Agility 5 | Grants Avo+30 at a cost of Crit-10 when using a lance. |
Lancebreaker | If unit’s HP is 50% or higher at start of combat and foe has a lance equipped, unit can follow up and foe cannot follow up. |
Lance Power 1 | Grants Atk+2 at a cost of Avo-10 when using a lance. |
Lance Power 2 | Grants Atk+4 at a cost of Avo-10 when using a lance. |
Lance Power 3 | Grants Atk+6 at a cost of Avo-10 when using a lance. |
Lance Power 4 | Grants Atk+8 at a cost of Avo-10 when using a lance. |
Lance Power 5 | Grants Atk+10 at a cost of Avo-10 when using a lance. |
Lethality | When landing a critical hit, instantly kills foe. Trigger %=30. (Excludes certain powerful foes.) |
Life and Death | Unit deals +10 damage and takes +10 damage during combat. |
Lodestar Rush | Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. |
Lodestar Rush | Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Backup] +1 attack. |
Lodestar Rush | Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Dragon] +2 attacks. |
Lodestar Rush | Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Mystical] Damage based on Mag. |
Lost & Found | If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck. |
Luck +2 | Grants Lck+2. |
Luck +4 | Grants Lck+4. |
Luck +6 | Grants Lck+6. |
Luck +8 | Grants Lck+8. |
Luck +10 | Grants Lck+10. |
Luck +12 | Grants Lck+12. |
Lunar Brace+ | If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def. |
Lunar Brace | If unit initiates combat with a physical attack, deals extra damage=20% of foe’s Def. |
Luna | While making an attack, may ignore half of foe’s Def/Res. Trigger %=Dex. |
Magic +2 | Grants Mag+2. |
Magic +3 | Grants Mag+3. |
Magic +4 | Grants Mag+4. |
Magic +5 | Grants Mag+5. |
Make a Killing | May obtain 500G when unit defeats a foe. Trigger %=Lck. |
Meditation | If unit uses Wait without attacking or using items, grants Res+2 for 1 turn. |
Mentorship | Grants 1.2× EXP modifier to unit and adjacent allies. |
Merciless | Unit deals +50% damage against broken foes. |
Mercy | If dealing enough damage to defeat foe, instead leaves foe with 1 HP. |
Miracle | Avoids foe’s attack when unit would be defeated. Trigger %=Lck. (Max 50%) |
Momentum+ | Grants Atk+1 to first attack during combat for each space unit moved before attacking. |
Momentum | Grants Atk+1 to first attack during combat for each space unit moved before attacking. (Max +10) |
Moved to Tears | When an ally joins a chain attack in this unit’s combat, unit deals +2 damage. |
Movement +1 | Grants Mov+1. |
Name | Description |
Night and Day | Use to switch Emblems and swap between Lunar Brace/Gentility and Solar Brace/Bravery for all allies. |
No Distractions | Grants Crit+10 during combat with a foe that can’t counter. |
Not Quite | If foe initiates combat, inflicts Hit-10 on that foe during combat. |
Override | Use to attack and move through a line of adjacent foes. Sword/lance only. |
Override | Use to attack and move through a line of adjacent foes. Sword/lance only. [Armored] 10% chance of breaking target. |
Override | Use to attack and move through a line of adjacent foes. Sword/lance only. [Dragon] +20% damage. |
Override | Use to attack and move through a line of adjacent foes. Sword/lance only. [Mystical] Deals extra damage=25% of Mag. |
Override | Use to attack and move through a line of adjacent foes. Sword/lance only. [Qi Adept] 20% chance of breaking target. |
Pair Up | Prevents damage from foes’ chain attacks against unit. |
Paraselene | Use to make an attack against an adjacent foe, then move 1 space away from that foe after combat. |
Party Animal | Grants a bonus to Hit and Avo equal to 3× the number of allies and foes within 2 spaces. |
Pass | Foes do not block this unit’s movement. |
Perceptive+ | If the unit initiates combat, grants Avo+30 during combat. Avo increases with high Spd. |
Perceptive | If the unit initiates combat, grants Avo+15 during combat. Avo increases with high Spd. |
Pincer Attack | If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows). |
Pivot | Use to move to the opposite side of an adjacent ally. |
Poison Strike | If unit initiates combat, deals damage to foe equal to 20% of their max HP after combat. |
Quadruple Hit | Use to attack once each with sword, lance, axe, and bow. |
Quadruple Hit | Use to attack once each with sword, lance, axe, and bow. [Covert] Foes may drop 1,000G. Trigger %=Lck. |
Quadruple Hit | Use to attack once each with sword, lance, axe, and bow. [Dragon] +20% damage. |
Quadruple Hit | Use to attack once each with sword, lance, axe, and bow. [Qi Adept] Breaks foe. |
Quality Time+ | After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them. |
Quality Time | After unit acts or waits, restores 5 HP to adjacent allies and slightly increases support with them. |
Racket of Solm | Inflicts Crit-5 on foes within 3 spaces. |
Raging Fire | If unit uses Fire, Elfire, or Bolganone, deals +20% damage. |
Ragnarok Warp | Use to make a powerful magic attack, then warp somewhere else on the map. |
Reforge | If unit’s HP is 11 or more and an adjacent ally is broken after combat, sacrifices 10 HP and removes the break status from that ally. |
Renewal | Unit recovers 5 HP each turn. |
Reposition | Use to move an adjacent ally to the opposite side of unit. |
Resistance +2 | Grants Res+2. |
Resistance +3 | Grants Res+3. |
Resistance +4 | Grants Res+4. |
Resistance +5 | Grants Res+5. |
Resolve+ | If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%. |
Resolve+ | If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%. |
Resolve | If unit’s HP is 75% or less after combat, grants Def/Res+5 as long as unit’s HP stays below 75%. |
Resolve | If unit’s HP is 75% or less after combat, grants Def/Res+5 as long as unit’s HP stays below 75%. |
Resonance+ | When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat. |
Resonance | When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +2 damage during combat. |
Rightful Ruler | Adds +5% to trigger rate for all skills with trigger rates. |
Rise Above | Grants Lvl+5. |
Rise Above | Grants Lvl+5. [Armored] Max HP+5. |
Rise Above | Grants Lvl+5. [Cavalry] Mov+1. |
Rise Above | Grants Lvl+5. [Dragon] Additional Lvl+1. |
Run Through | Use to attack an adjacent foe, then move to the space opposite that foe. |
Sacred Twins | While engaged with Eirika, changes Lunar Brace to Eclipse Brace and Gentility to Blue Skies for all allies. |
Sandstorm | While making a physical attack, may calculate damage with 150% of Def instead of Str. Trigger %=Dex. |
Savage Blow | If unit initiates combat, deals damage to foes within 2 spaces equal to 20% of their max HP after combat. |
Seal Defense | If unit initiates combat, inflicts Def-6 on foe after combat. (Penalty shrinks by 1 each turn.) |
Seal Magic | If unit initiates combat, inflicts Mag-6 on foe after combat. (Penalty shrinks by 1 each turn.) |
Seal Resistance | If unit initiates combat, inflicts Res-6 on foe after combat. (Penalty shrinks by 1 each turn.) |
Seal Speed | If unit initiates combat, inflicts Spd-6 on foe after combat. (Penalty shrinks by 1 each turn.) |
Seal Strength | If unit initiates combat, inflicts Str-6 on foe after combat. (Penalty shrinks by 1 each turn.) |
Seconds? | On eating a packed lunch, unit may obtain another of the same item. Trigger %=Lck. |
Self-Destruct | If unit’s HP is 50% or less at the start of player phase, unit dies and deals 50% of its max HP to foes within 2 spaces. |
Self-Healing | Unit can target itself with healing staves. |
Self-Improver | If unit uses Wait without attacking or using items, grants Str+2 for 1 turn. |
Share Spoils | If there is an ally within 1 space, grants Hit/Avo+10 at a cost of Crit-10 to unit. |
Shove | Use to push an adjacent ally with less Bld 1 space away. |
Silence Ward | Grants immunity to silence. |
Single-Minded | During combat with a foe who was also unit’s most recent opponent, grants Hit+20. |
Sink Below | Grants Lvl+3. |
Smash+ | When making a smash attack, push the target 2 spaces instead of 1. |
Solar Brace+ | If unit initiates combat, unit recovers HP=50% of damage dealt. |
Solar Brace | If unit initiates combat, unit recovers HP=30% of damage dealt. |
Sol | Unit may recover HP=50% damage dealt. Trigger %=Dex. |
Soulblade | When attacking with a sword, damage is calculated using average of foe’s Def and Res. |
Special Dance | If unit uses Dance, grants Dex/Spd/Lck+3 to target for 1 turn. |
Speed +1 | Grants Spd+1. |
Speed +2 | Grants Spd+2. |
Speed +3 | Grants Spd+3. |
Speed +4 | Grants Spd+4. |
Speed +5 | Grants Spd+5. |
Speedtaker | Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10) |
Spell Harmony | If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tomes. |
Spirit Strike | When unit hits with an attack, inflicts -5 to foe’s engage meter. |
Spur Attack | Grants Atk+2 to adjacent allies. |
Spur Res | Grants Res+2 to adjacent allies. |
Staff Mastery 1 | Grants Hit+10 when using a staff. Staves also heal an additional 3 HP. |
Staff Mastery 2 | Grants Hit+15 when using a staff. Staves also heal an additional 5 HP. |
Staff Mastery 3 | Grants Hit+20 when using a staff. Staves also heal an additional 7 HP. |
Staff Mastery 4 | Grants Hit+25 when using a staff. Staves also heal an additional 10 HP. |
Staff Mastery 5 | Grants Hit+30 when using a staff. Staves also heal an additional 15 HP. |
Stalwart | Reduces damage from effectiveness. |
Steady Stance | If foe initiates combat, grants Def+6 during combat. |
Strength +1 | Grants Str+1. |
Strength +2 | Grants Str+2. |
Strength +3 | Grants Str+3. |
Strength +4 | Grants Str+4. |
Strength +5 | Grants Str+5. |
Strength +6 | Grants Str+6. |
Strength +6 | Grants Str+6. |
Strong Arm | Grants Hit+20 while unit is equipped with a smash weapon. |
Stunning Smile | If foe is male, inflicts Avo-20 on that foe during combat. |
Sure Strike | If unit initiates combat, attacks are guaranteed to hit. Trigger %=Dex |
Swap | Use to switch places with an adjacent ally. |
Sword Agility 1 | Grants Avo+10 at a cost of Crit-10 when using a sword. |
Sword Agility 2 | Grants Avo+15 at a cost of Crit-10 when using a sword. |
Sword Agility 3 | Grants Avo+20 at a cost of Crit-10 when using a sword. |
Sword Agility 4 | Grants Avo+25 at a cost of Crit-10 when using a sword. |
Sword Agility 5 | Grants Avo+30 at a cost of Crit-10 when using a sword. |
Swordbreaker | If unit’s HP is 50% or higher at start of combat and foe has a sword equipped, unit can follow up and foe cannot follow up. |
Sword Focus 1 | Grants Hit+10 at a cost of Ddg-10 when using a sword. |
Sword Focus 2 | Grants Hit+15 at a cost of Ddg-10 when using a sword. |
Sword Focus 3 | Grants Hit+20 at a cost of Ddg-10 when using a sword. |
Sword Focus 4 | Grants Hit+25 at a cost of Ddg-10 when using a sword. |
Sword Focus 5 | Grants Hit+30 at a cost of Ddg-10 when using a sword. |
Sword Power 1 | Grants Atk+2 at a cost of Avo-10 when using a sword. |
Sword Power 2 | Grants Atk+4 at a cost of Avo-10 when using a sword. |
Sword Power 3 | Grants Atk+6 at a cost of Avo-10 when using a sword. |
Sword Power 4 | Grants Atk+8 at a cost of Avo-10 when using a sword. |
Sword Power 5 | Grants Atk+10 at a cost of Avo-10 when using a sword. |
Sympathetic | If foe initiates combat and if unit’s HP is 50% or less, unit takes 5 less damage. |
Tomebreaker | If unit’s HP is 50% or higher at start of combat and foe has a tome equipped, unit can follow up and foe cannot follow up. |
Tome Precision 1 | Grants Hit/Avo+3 when using a tome. |
Tome Precision 2 | Grants Hit/Avo+5 when using a tome. |
Tome Precision 3 | Grants Hit/Avo+7 when using a tome. |
Tome Precision 4 | Grants Hit/Avo+10 when using a tome. |
Tome Precision 5 | Grants Hit/Avo+15 when using a tome. |
Torrential Roar | Use to attack 3 spaces in a line, turning those spaces into water terrain. |
Torrential Roar | Use to attack 3 spaces in a line, turning those spaces into water terrain. [Dragon] Range +1. |
Trained to Kill | While unit occupies terrain that provides an Avo bonus, grants Crit+15. |
Triangle Adept | When unit has weapon advantage, always follows up. When unit has disadvantage, foe always follows up. |
Twin Strike | Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted. |
Twin Strike | Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted. [Cavalry] Ephraim deals +50% damage. |
Twin Strike | Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted. [Dragon] +20% damage. |
Unbreakable | Prevents unit from being broken. |
Unholy Stance | If a non-Corrupted foe attacks unit, deals 50% of damage taken back to foe. |
Unwavering | Negates damage from effectiveness. |
Unyielding++ | At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP. |
Unyielding+ | At start of player phase, if HP is 30% or less, restores 30% of unit’s max HP. |
Unyielding | At start of player phase, if HP is 20% or less, restores 20% of unit’s max HP. |
Vantage++ | If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack. |
Vantage+ | If unit’s HP is 50% or less and foe initiates combat, unit can counter before foe’s first attack. |
Vantage | If unit’s HP is 25% or less and foe initiates combat, unit can counter before foe’s first attack. |
Verdant Faith | If unit is adjacent to the Divine Dragon, grants Hit+10 during combat to both of them. |
Veteran+ | Prevents unit from being broken. Negates damage from effectiveness. |
Veteran | Prevents unit from being broken. Reduces damage from effectiveness. |
Void Curse | Foes do not earn EXP fighting this unit. |
Warding Blow | When unit initiates combat, unit takes 20 less magical damage during combat. |
Warding Stance | If foe initiates combat, grants Res+6 during combat. |
Warp Ragnarok | Use to warp up to 10 spaces and make a powerful magic attack. |
Warp Ragnarok | Use to warp up to 10 spaces and make a powerful magic attack. [Cavalry] Warp distance +2. |
Warp Ragnarok | Use to warp up to 10 spaces and make a powerful magic attack. [Dragon] Attack range +1. |
Warp Ragnarok | Use to warp up to 10 spaces and make a powerful magic attack. [Flying] Warp distance +5. |
Warp Ragnarok | Use to warp up to 10 spaces and make a powerful magic attack. [Mystical] +20% damage. |
Weapon Insight | If unit is equipped with a weapon of lower level than foe’s, grants Crit+20 during combat. |
Will to Win | If unit’s HP is 50% or less at start of combat, grants Hit/Avo+20 during combat. |
Wind Adept | If unit initiates combat with Wind equipped, unit may attack twice. Trigger %=Dex. (Excludes Elwind and Excalibur.) |
Wind God | If unit’s HP=100%, grants range +1 with bows. |
Windsweep | If unit initiates combat with a sword, foe may not counterattack. Trigger %=Lck. |
World Tree | When unit uses a staff, may not consume a use. Trigger %=Dex. |
Wrath | At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) |
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